/*
 * Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
 SDName: Zulaman
 SD%Complete: 90
 SDComment: Forest Frog will turn into different NPC's. Workaround to prevent new entry from running this script
 SDCategory: Zul'Aman
 EndScriptData */

/* ContentData
 npc_forest_frog
 EndContentData */

#include "ScriptPCH.h"
#include "zulaman.h"

/*######
 ## npc_forest_frog
 ######*/

#define SPELL_REMOVE_AMANI_CURSE    43732
#define SPELL_PUSH_MOJO             43923
#define ENTRY_FOREST_FROG           24396

class npc_forest_frog: public CreatureScript {
public:

    npc_forest_frog() :
            CreatureScript("npc_forest_frog") {
    }

    struct npc_forest_frogAI: public ScriptedAI {
        npc_forest_frogAI(Creature* c) :
                ScriptedAI(c) {
            pInstance = c->GetInstanceScript();
        }

        InstanceScript *pInstance;

        void Reset() {
        }

        void EnterCombat(Unit * /*who*/) {
        }

        void DoSpawnRandom() {
            if (pInstance) {
                uint32 cEntry = 0;
                switch (rand() % 10) {
                case 0:
                    cEntry = 24397;
                    break; //Mannuth
                case 1:
                    cEntry = 24403;
                    break; //Deez
                case 2:
                    cEntry = 24404;
                    break; //Galathryn
                case 3:
                    cEntry = 24405;
                    break; //Adarrah
                case 4:
                    cEntry = 24406;
                    break; //Fudgerick
                case 5:
                    cEntry = 24407;
                    break; //Darwen
                case 6:
                    cEntry = 24445;
                    break; //Mitzi
                case 7:
                    cEntry = 24448;
                    break; //Christian
                case 8:
                    cEntry = 24453;
                    break; //Brennan
                case 9:
                    cEntry = 24455;
                    break; //Hollee
                }

                if (!pInstance->GetData(TYPE_RAND_VENDOR_1))
                    if (rand() % 10 == 1)
                        cEntry = 24408; //Gunter
                if (!pInstance->GetData(TYPE_RAND_VENDOR_2))
                    if (rand() % 10 == 1)
                        cEntry = 24409; //Kyren

                if (cEntry)
                    me->UpdateEntry(cEntry);

                if (cEntry == 24408)
                    pInstance->SetData(TYPE_RAND_VENDOR_1, DONE);
                if (cEntry == 24409)
                    pInstance->SetData(TYPE_RAND_VENDOR_2, DONE);
            }
        }

        void SpellHit(Unit *caster, const SpellEntry *spell) {
            if (spell->Id == SPELL_REMOVE_AMANI_CURSE
                    && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == ENTRY_FOREST_FROG) {
            //increase or decrease chance of mojo?
if			(rand()%99 == 50) DoCast(caster, SPELL_PUSH_MOJO, true);
            else DoSpawnRandom();
        }
    }
};

CreatureAI* GetAI(Creature* creature) const
{
    return new npc_forest_frogAI(creature);
}
};

            /*######
             ## npc_zulaman_hostage
             ######*/

#define GOSSIP_HOSTAGE1        "I am glad to help you."

static uint32 HostageEntry[] = { 23790, 23999, 24024, 24001 };
static uint32 ChestEntry[] = { 186648, 187021, 186672, 186667 };

class npc_zulaman_hostage: public CreatureScript {
public:

    npc_zulaman_hostage() :
            CreatureScript("npc_zulaman_hostage") {
    }

    struct npc_zulaman_hostageAI: public ScriptedAI {
        npc_zulaman_hostageAI(Creature *c) :
                ScriptedAI(c) {
            IsLoot = false;
        }
        bool IsLoot;
        uint64 PlayerGUID;
        void Reset() {
        }
        void EnterCombat(Unit * /*who*/) {
        }
        void JustDied(Unit* /*who*/) {
            Player* pPlayer = Unit::GetPlayer(*me, PlayerGUID);
            if (pPlayer)
                pPlayer->SendLoot(me->GetGUID(), LOOT_CORPSE);
        }
        void UpdateAI(const uint32 /*diff*/) {
            if (IsLoot)
                DoCast(me, 7, false);
        }
    };

    CreatureAI* GetAI(Creature* creature) const {
        return new npc_zulaman_hostageAI(creature);
    }

    bool OnGossipHello(Player* pPlayer, Creature* pCreature) {
        pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_HOSTAGE1, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
        pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());
        return true;
    }

    bool OnGossipSelect(Player* pPlayer, Creature* pCreature,
            uint32 /*uiSender*/, uint32 uiAction) {
        pPlayer->PlayerTalkClass->ClearMenus();
        if (uiAction == GOSSIP_ACTION_INFO_DEF + 1)
            pPlayer->CLOSE_GOSSIP_MENU();

        if (!pCreature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
            return true;
        pCreature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);

        InstanceScript* pInstance = pCreature->GetInstanceScript();
        if (pInstance) {
            //uint8 progress = pInstance->GetData(DATA_CHESTLOOTED);
            pInstance->SetData(DATA_CHESTLOOTED, 0);
            float x, y, z;
            pCreature->GetPosition(x, y, z);
            uint32 entry = pCreature->GetEntry();
            for (uint8 i = 0; i < 4; ++i) {
                if (HostageEntry[i] == entry) {
                    pCreature->SummonGameObject(ChestEntry[i], x - 2, y, z, 0,
                            0, 0, 0, 0, 0);
                    break;
                }
            }
        }
        return true;
    }
};

void AddSC_zulaman() {
    new npc_forest_frog();
    new npc_zulaman_hostage();
}
